Saturday, June 23, 2012

On Imun



     Imun are small, humanoid goat peoples who live across a large portion of the peninsula, from the central mountain range, to the edge of the delta in the south, from the bogs and fens and marshes of the central east, to the massive sand dunes of the western desert. Within the Juvu Empire there are six major Imunese nations:

DAMUNI
     The inhabitants of Damun mountain, an ancient, extinct volcano. Damuni were largely responsible for the founding of the Juvu Empire and are known for being intensely diplomatic. They are average height among Imun standing between 4'9" (144 cm) to 5'1" (155 cm), possessing thick, snowy white coats of hair, and horns which curl back, forming a distinctive crescent shape. Damun city is their capitol, built inside the cavern of the volcano. Their primary exports are Iron, Red Beryl, Gold, Molybdenum, and "Damunite" which is a type of crystal which refracts light to such an extreme that it glows brightly for many hours after being exposed to a light source.

CRAGHOPPER
     By far the most expansive nation, their villages span from one end of the mountain range to the other. Craghoppers have grey-white coats and are easily recognized as the smallest of the Imun at 4'4" (132 cm) to 4'6" (137 cm). Their horns are small and wavy, curving upward at their tips. Two states make up the Craghopper nation. The Western half of the mountain range flies a dark grey flag with a three peaked emblem whose central peak spirals clockwise. The Eastern range flies a white flag with an identical, but anti-clockwise emblem. The nation as a whole is officially the United Craghopper Alliance, and has a grey and white flag, split diagonally, with an emblem whose central peak is split in the center and each half spirals respectively. Craghopper villages are known for their mines, which reach deep into the mountains, extracting silver, copper, molybdenum, chromium, coal, and much iron. More than their mines, Craghoppers are known for their metalwork, producing nigh impregnable armours and deadly weapons with a steel that seems to neither tarnish nor rust, but is light and durable. Due to their border with the Black Forest, the UCA has the largest martial force of any individual nation in order to guard the borders and watch for Oaqgi.

GREENROCK
     In stark contrast to the tiny Craghoppers, the Greenrocks tower above most other Imun at 5'3" (160 cm) to 5'7" (170 cm). Their horns form a tall Y shape, curving over and outward at their peak. Their coats range from white, to grey, to brown and buff. Greenrock cities are built atop high crags which jut from the marshes, bogs, and fens which form at the easternmost foot of the mountains. The cities are connected by long plank bridges which form a kind of road spanning from the foothills in the northwest of the territory, to the edge of the forest in the southeast. A few villages are built off of the rocks, most of them around particularly rich iron deposits in the boggy area of the wetlands. While not so revered for their ironworking as the Craghoppers, the Greenrocks are not untalented with metalcrafts.

BARGERIDER
     The primary center of agriculture and foreign trade within the Empire, Bargeriders are riverfolk. There are no roads between villages as the river provides a means of transport while the invasive bamboo forest hides and protects them. They are on average between 4'9" (144 cm) and 5'0" (152 cm), and their colours range from white and brown to black, grey, ruddy, and every colour in between. Their horns are similar to those of the Craghoppers, though much more stout. The river provides an important trade line from the mountains to the sea, shipping spices, iron, cashmere-like textiles and other goods south, in exchange for salt, hides, pearl, and greenstone from the south sea.

LONGJOURNEY
     If the Bargeriders are the lifeblood of the Empire from North to South, then Longjourney are the bloodline East to West. A mainly nomadic steppe people, their trade caravans carry goods from the river west to the desert oases of the Dunewalkers. Square faced, with prominent cheekbones and long horns which curve sharply outward and upward. Their colours tend towards grey, buff, brown, and black. During the summer months, they trim their long coats and produce textiles and yarn favoured for being warm, light, and soft. Longjourney are notable for being the nation to have domesticated the most animals among the Empire states. They have trained large elephant-like "Earthshakers" to pull their loaded warehouse wagons, as well as various species of birds as mounts. While the Earthshakers are used universally by the Longjourney people, the training of birds is kept secret within just three families. Birds are used for various purposes, such as sending messages, or in rare cases for battle, but mostly they are used to carry scouts high above the caravans so they can warn of raiders and bandits or other hazards that would threaten the heavily loaded moving warehouses and the families which travel alongside them.

DUNEWALKER
     The most far removed of the nations, the Dunewalkers live in the shadows of the Great Booming Dunes - four hundred foot mountains of sand which produce a loud, deep hum as the wind blows over them. The silica rich sand around the dunes makes glass making an occupation of choice for many Dunerwalkers. All of the glass throughout the Empire comes from Dunewalker kilns. At 5'3" (160 cm) to  5'5" (165 cm) they are the second tallest of the Imun. Their horns grow gently curled, but broad and sweeping, carrying a line with their unmistakable strong profiles. Their ears are extrenely large compared to most Imun and hang down beside their face, creating shade and venting heat from their bodies. Their colouration is almost exclusively white, with brown faces, though other variations are known to exist. Dunewalker have tamed flightless birds to carry them across the shifting sands of the desert quickly, making them the only nation other than Longjourney to have domesticated animals. Due to the general stoutness and fieriness of the race as a whole, the Dunewalkers are generally more accepting of females in the military than most other nations, and it comes in handy against the regular raids by desert tribes to get at the Dunewalkers' precious water sources.

Introduction to the peculiarities of the World



   For the most part, the stories focus primarily on and around a peninsula which spans approximately 567 miles East-to-West and (Including the North Island) spans North-South roughly the same distance as from Leeds in England to Lyon in France, existing at roughly the equivalent latitudes. The planet itself exists in the same area in space as our Earth, however it exists in a different dimension altogether.

     The worlds, while otherwise completely oblivious of each other's existence, contain areas where they come close to crossing the dimensional rift. These areas tend to be areas of perceived spiritual significance to locals as they provide a tenuous link to the supposed "spirit world", which both worlds have in many cases mistaken the other for. Places in our world which have a common assortment of animal-like spirits, tend to have just the opposite in their otherworldly counterpart.

     Typically, it is rare to even see faint shadows of the other world through these rifts, but occasionally ghostly figures can be made out, and even more rarely - usually during particularly violent solar storms - individuals may pass between the dimensions. The rifts occur in areas where land matches up almost indistinguishably, and in areas of high solar activity, such as around the Auroras, or where the atmosphere is thin such as at very high altitudes, and thus these areas tend to have the highest crossover rate, though it does happen in other areas, however less frequently.

     While the Juvu Peninsula doesn't contain a vast many of these "portals", compared to other areas of the world, during the peak of the Solar cycle, the Aurora Borealis extends very near to, if not over the peninsula entirely, so it's not unheard of for Greeks, Romans, Celts, or other European sailors to wind up one minute sailing to or from the Mediterranean, and the next finding themselves crashing into a peninsula which appeared seemingly out of nowhere. Likewise, do the beastfolk of the other world, while walking through familiar woods occasionally  find themselves suddenly in a decidedly unfamilar land, and stumbling upon hairless creatures who are equally distraught by the foreigner's sudden appearance. Well known examples of this include the Imun who became known to the Greeks as Pan and, in a similar case, Faunus with the Romans, and the Tsavani who inspired Celtic Cernunnos and spawned the myth of Herne the Hunter in England.

Thursday, June 21, 2012

Found my scanner, so I'm dumping a few sketches I've done here



So happy to finally have a decent scan of this one.
Less happy that the scanner is too small for the page.

Helmet with bevor
Helmet without bevor;
Juvunese mace and warhammer